mirror of
https://github.com/TrinityCore/TrinityCore.git
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1126 lines
39 KiB
C++
1126 lines
39 KiB
C++
/*
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* Copyright (C) 2008-2019 TrinityCore <https://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PoolMgr.h"
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#include "Containers.h"
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#include "Creature.h"
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#include "DatabaseEnv.h"
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#include "GameObject.h"
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#include "Log.h"
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#include "MapManager.h"
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#include "ObjectMgr.h"
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#include <sstream>
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PoolObject::PoolObject(uint64 _guid, float _chance) : guid(_guid), chance(std::fabs(_chance))
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{
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}
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////////////////////////////////////////////////////////////
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// template class ActivePoolData
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// Method that tell amount spawned objects/subpools
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uint32 ActivePoolData::GetActiveObjectCount(uint32 pool_id) const
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{
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ActivePoolPools::const_iterator itr = mSpawnedPools.find(pool_id);
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return itr != mSpawnedPools.end() ? itr->second : 0;
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}
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// Method that tell if a creature is spawned currently
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template<>
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TC_GAME_API bool ActivePoolData::IsActiveObject<Creature>(uint64 db_guid) const
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{
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return mSpawnedCreatures.find(db_guid) != mSpawnedCreatures.end();
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}
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// Method that tell if a gameobject is spawned currently
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template<>
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TC_GAME_API bool ActivePoolData::IsActiveObject<GameObject>(uint64 db_guid) const
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{
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return mSpawnedGameobjects.find(db_guid) != mSpawnedGameobjects.end();
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}
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// Method that tell if a pool is spawned currently
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template<>
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TC_GAME_API bool ActivePoolData::IsActiveObject<Pool>(uint64 sub_pool_id) const
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{
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return mSpawnedPools.find(sub_pool_id) != mSpawnedPools.end();
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}
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// Method that tell if a quest can be started
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template<>
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TC_GAME_API bool ActivePoolData::IsActiveObject<Quest>(uint64 quest_id) const
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{
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return mActiveQuests.find(quest_id) != mActiveQuests.end();
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}
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template<>
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void ActivePoolData::ActivateObject<Creature>(uint64 db_guid, uint32 pool_id)
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{
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mSpawnedCreatures.insert(db_guid);
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++mSpawnedPools[pool_id];
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}
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template<>
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void ActivePoolData::ActivateObject<GameObject>(uint64 db_guid, uint32 pool_id)
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{
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mSpawnedGameobjects.insert(db_guid);
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++mSpawnedPools[pool_id];
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}
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template<>
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void ActivePoolData::ActivateObject<Pool>(uint64 sub_pool_id, uint32 pool_id)
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{
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mSpawnedPools[sub_pool_id] = 0;
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++mSpawnedPools[pool_id];
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}
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template<>
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void ActivePoolData::ActivateObject<Quest>(uint64 quest_id, uint32 pool_id)
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{
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mActiveQuests.insert(quest_id);
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++mSpawnedPools[pool_id];
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}
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template<>
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void ActivePoolData::RemoveObject<Creature>(uint64 db_guid, uint32 pool_id)
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{
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mSpawnedCreatures.erase(db_guid);
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uint32& val = mSpawnedPools[pool_id];
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if (val > 0)
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--val;
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}
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template<>
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void ActivePoolData::RemoveObject<GameObject>(uint64 db_guid, uint32 pool_id)
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{
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mSpawnedGameobjects.erase(db_guid);
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uint32& val = mSpawnedPools[pool_id];
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if (val > 0)
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--val;
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}
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template<>
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void ActivePoolData::RemoveObject<Pool>(uint64 sub_pool_id, uint32 pool_id)
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{
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mSpawnedPools.erase(sub_pool_id);
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uint32& val = mSpawnedPools[pool_id];
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if (val > 0)
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--val;
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}
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template<>
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void ActivePoolData::RemoveObject<Quest>(uint64 quest_id, uint32 pool_id)
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{
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mActiveQuests.erase(quest_id);
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uint32& val = mSpawnedPools[pool_id];
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if (val > 0)
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--val;
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}
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////////////////////////////////////////////////////////////
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// Methods of template class PoolGroup
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// Method to add a gameobject/creature guid to the proper list depending on pool type and chance value
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template <class T>
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void PoolGroup<T>::AddEntry(PoolObject& poolitem, uint32 maxentries)
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{
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if (poolitem.chance != 0 && maxentries == 1)
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ExplicitlyChanced.push_back(poolitem);
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else
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EqualChanced.push_back(poolitem);
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}
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// Method to check the chances are proper in this object pool
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template <class T>
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bool PoolGroup<T>::CheckPool() const
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{
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if (EqualChanced.empty())
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{
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float chance = 0;
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for (uint32 i = 0; i < ExplicitlyChanced.size(); ++i)
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chance += ExplicitlyChanced[i].chance;
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if (chance != 100 && chance != 0)
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return false;
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}
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return true;
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}
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template <class T>
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PoolObject* PoolGroup<T>::RollOne(ActivePoolData& spawns, uint64 triggerFrom)
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{
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if (!ExplicitlyChanced.empty())
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{
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float roll = (float)rand_chance();
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for (uint32 i = 0; i < ExplicitlyChanced.size(); ++i)
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{
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roll -= ExplicitlyChanced[i].chance;
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// Triggering object is marked as spawned at this time and can be also rolled (respawn case)
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// so this need explicit check for this case
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if (roll < 0 && (ExplicitlyChanced[i].guid == triggerFrom || !spawns.IsActiveObject<T>(ExplicitlyChanced[i].guid)))
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return &ExplicitlyChanced[i];
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}
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}
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if (!EqualChanced.empty())
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{
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uint32 index = urand(0, EqualChanced.size()-1);
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// Triggering object is marked as spawned at this time and can be also rolled (respawn case)
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// so this need explicit check for this case
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if (EqualChanced[index].guid == triggerFrom || !spawns.IsActiveObject<T>(EqualChanced[index].guid))
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return &EqualChanced[index];
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}
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return NULL;
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}
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// Main method to despawn a creature or gameobject in a pool
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// If no guid is passed, the pool is just removed (event end case)
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// If guid is filled, cache will be used and no removal will occur, it just fill the cache
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template<class T>
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void PoolGroup<T>::DespawnObject(ActivePoolData& spawns, uint64 guid)
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{
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for (size_t i=0; i < EqualChanced.size(); ++i)
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{
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// if spawned
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if (spawns.IsActiveObject<T>(EqualChanced[i].guid))
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{
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if (!guid || EqualChanced[i].guid == guid)
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{
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Despawn1Object(EqualChanced[i].guid);
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spawns.RemoveObject<T>(EqualChanced[i].guid, poolId);
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}
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}
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}
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for (size_t i = 0; i < ExplicitlyChanced.size(); ++i)
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{
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// spawned
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if (spawns.IsActiveObject<T>(ExplicitlyChanced[i].guid))
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{
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if (!guid || ExplicitlyChanced[i].guid == guid)
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{
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Despawn1Object(ExplicitlyChanced[i].guid);
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spawns.RemoveObject<T>(ExplicitlyChanced[i].guid, poolId);
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}
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}
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}
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}
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// Method that is actualy doing the removal job on one creature
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template<>
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void PoolGroup<Creature>::Despawn1Object(uint64 guid)
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{
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if (CreatureData const* data = sObjectMgr->GetCreatureData(guid))
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{
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sObjectMgr->RemoveCreatureFromGrid(guid, data);
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Map* map = sMapMgr->CreateBaseMap(data->mapid);
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if (!map->Instanceable())
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{
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auto creatureBounds = map->GetCreatureBySpawnIdStore().equal_range(guid);
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for (auto itr = creatureBounds.first; itr != creatureBounds.second;)
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{
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Creature* creature = itr->second;
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++itr;
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creature->AddObjectToRemoveList();
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}
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}
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}
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}
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// Same on one gameobject
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template<>
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void PoolGroup<GameObject>::Despawn1Object(uint64 guid)
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{
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if (GameObjectData const* data = sObjectMgr->GetGOData(guid))
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{
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sObjectMgr->RemoveGameobjectFromGrid(guid, data);
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Map* map = sMapMgr->CreateBaseMap(data->mapid);
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if (!map->Instanceable())
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{
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auto gameobjectBounds = map->GetGameObjectBySpawnIdStore().equal_range(guid);
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for (auto itr = gameobjectBounds.first; itr != gameobjectBounds.second;)
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{
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GameObject* go = itr->second;
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++itr;
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go->AddObjectToRemoveList();
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}
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}
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}
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}
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// Same on one pool
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template<>
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void PoolGroup<Pool>::Despawn1Object(uint64 child_pool_id)
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{
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sPoolMgr->DespawnPool(child_pool_id);
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}
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// Same on one quest
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template<>
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void PoolGroup<Quest>::Despawn1Object(uint64 quest_id)
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{
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// Creatures
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QuestRelations* questMap = sObjectMgr->GetCreatureQuestRelationMap();
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PooledQuestRelationBoundsNC qr = sPoolMgr->mQuestCreatureRelation.equal_range(quest_id);
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for (PooledQuestRelation::iterator itr = qr.first; itr != qr.second; ++itr)
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{
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QuestRelations::iterator qitr = questMap->find(itr->second);
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if (qitr == questMap->end())
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continue;
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QuestRelations::iterator lastElement = questMap->upper_bound(itr->second);
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for (; qitr != lastElement; ++qitr)
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{
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if (qitr->first == itr->second && qitr->second == itr->first)
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{
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questMap->erase(qitr); // iterator is now no more valid
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break; // but we can exit loop since the element is found
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}
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}
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}
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// Gameobjects
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questMap = sObjectMgr->GetGOQuestRelationMap();
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qr = sPoolMgr->mQuestGORelation.equal_range(quest_id);
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for (PooledQuestRelation::iterator itr = qr.first; itr != qr.second; ++itr)
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{
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QuestRelations::iterator qitr = questMap->find(itr->second);
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if (qitr == questMap->end())
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continue;
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QuestRelations::iterator lastElement = questMap->upper_bound(itr->second);
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for (; qitr != lastElement; ++qitr)
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{
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if (qitr->first == itr->second && qitr->second == itr->first)
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{
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questMap->erase(qitr); // iterator is now no more valid
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break; // but we can exit loop since the element is found
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}
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}
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}
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}
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// Method for a pool only to remove any found record causing a circular dependency loop
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template<>
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void PoolGroup<Pool>::RemoveOneRelation(uint32 child_pool_id)
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{
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for (PoolObjectList::iterator itr = ExplicitlyChanced.begin(); itr != ExplicitlyChanced.end(); ++itr)
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{
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if (itr->guid == child_pool_id)
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{
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ExplicitlyChanced.erase(itr);
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break;
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}
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}
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for (PoolObjectList::iterator itr = EqualChanced.begin(); itr != EqualChanced.end(); ++itr)
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{
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if (itr->guid == child_pool_id)
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{
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EqualChanced.erase(itr);
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break;
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}
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}
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}
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template <class T>
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void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint64 triggerFrom)
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{
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uint32 lastDespawned = 0;
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int count = limit - spawns.GetActiveObjectCount(poolId);
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// If triggered from some object respawn this object is still marked as spawned
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// and also counted into m_SpawnedPoolAmount so we need increase count to be
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// spawned by 1
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if (triggerFrom)
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++count;
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// This will try to spawn the rest of pool, not guaranteed
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for (int i = 0; i < count; ++i)
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{
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PoolObject* obj = RollOne(spawns, triggerFrom);
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if (!obj)
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continue;
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if (obj->guid == lastDespawned)
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continue;
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if (obj->guid == triggerFrom)
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{
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ReSpawn1Object(obj);
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triggerFrom = 0;
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continue;
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}
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spawns.ActivateObject<T>(obj->guid, poolId);
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Spawn1Object(obj);
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if (triggerFrom)
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{
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// One spawn one despawn no count increase
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DespawnObject(spawns, triggerFrom);
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lastDespawned = triggerFrom;
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triggerFrom = 0;
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}
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}
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}
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// Method that is actualy doing the spawn job on 1 creature
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template <>
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void PoolGroup<Creature>::Spawn1Object(PoolObject* obj)
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{
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if (CreatureData const* data = sObjectMgr->GetCreatureData(obj->guid))
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{
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sObjectMgr->AddCreatureToGrid(obj->guid, data);
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// Spawn if necessary (loaded grids only)
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Map* map = sMapMgr->CreateBaseMap(data->mapid);
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// We use spawn coords to spawn
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if (!map->Instanceable() && map->IsGridLoaded(data->posX, data->posY))
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Creature::CreateCreatureFromDB(obj->guid, map);
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}
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}
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// Same for 1 gameobject
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template <>
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void PoolGroup<GameObject>::Spawn1Object(PoolObject* obj)
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{
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if (GameObjectData const* data = sObjectMgr->GetGOData(obj->guid))
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{
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sObjectMgr->AddGameobjectToGrid(obj->guid, data);
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// Spawn if necessary (loaded grids only)
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// this base map checked as non-instanced and then only existed
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Map* map = sMapMgr->CreateBaseMap(data->mapid);
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// We use current coords to unspawn, not spawn coords since creature can have changed grid
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if (!map->Instanceable() && map->IsGridLoaded(data->posX, data->posY))
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{
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if (GameObject* go = GameObject::CreateGameObjectFromDB(obj->guid, map, false))
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{
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if (go->isSpawnedByDefault())
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{
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if (!map->AddToMap(go))
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delete go;
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}
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}
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}
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}
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}
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// Same for 1 pool
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template <>
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void PoolGroup<Pool>::Spawn1Object(PoolObject* obj)
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{
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sPoolMgr->SpawnPool(obj->guid);
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}
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// Same for 1 quest
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template<>
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void PoolGroup<Quest>::Spawn1Object(PoolObject* obj)
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{
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// Creatures
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QuestRelations* questMap = sObjectMgr->GetCreatureQuestRelationMap();
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PooledQuestRelationBoundsNC qr = sPoolMgr->mQuestCreatureRelation.equal_range(obj->guid);
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for (PooledQuestRelation::iterator itr = qr.first; itr != qr.second; ++itr)
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{
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TC_LOG_DEBUG("pool", "PoolGroup<Quest>: Adding quest %u to creature %u", itr->first, itr->second);
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questMap->insert(QuestRelations::value_type(itr->second, itr->first));
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}
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// Gameobjects
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questMap = sObjectMgr->GetGOQuestRelationMap();
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qr = sPoolMgr->mQuestGORelation.equal_range(obj->guid);
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for (PooledQuestRelation::iterator itr = qr.first; itr != qr.second; ++itr)
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{
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TC_LOG_DEBUG("pool", "PoolGroup<Quest>: Adding quest %u to GO %u", itr->first, itr->second);
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questMap->insert(QuestRelations::value_type(itr->second, itr->first));
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}
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}
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template <>
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void PoolGroup<Quest>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint64 triggerFrom)
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{
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TC_LOG_DEBUG("pool", "PoolGroup<Quest>: Spawning pool %u", poolId);
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// load state from db
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if (!triggerFrom)
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{
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_POOL_QUEST_SAVE);
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stmt->setUInt32(0, poolId);
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PreparedQueryResult result = CharacterDatabase.Query(stmt);
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if (result)
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{
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do
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{
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uint32 questId = result->Fetch()[0].GetUInt32();
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spawns.ActivateObject<Quest>(questId, poolId);
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PoolObject tempObj(questId, 0.0f);
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Spawn1Object(&tempObj);
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--limit;
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} while (result->NextRow() && limit);
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return;
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}
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}
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ActivePoolObjects currentQuests = spawns.GetActiveQuests();
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ActivePoolObjects newQuests;
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// always try to select different quests
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for (PoolObjectList::iterator itr = EqualChanced.begin(); itr != EqualChanced.end(); ++itr)
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{
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if (spawns.IsActiveObject<Quest>(itr->guid))
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continue;
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newQuests.insert(itr->guid);
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}
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// clear the pool
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DespawnObject(spawns);
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// recycle minimal amount of quests if possible count is lower than limit
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if (limit > newQuests.size() && !currentQuests.empty())
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{
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do
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{
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uint32 questId = Trinity::Containers::SelectRandomContainerElement(currentQuests);
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newQuests.insert(questId);
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currentQuests.erase(questId);
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} while (newQuests.size() < limit && !currentQuests.empty()); // failsafe
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}
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if (newQuests.empty())
|
|
return;
|
|
|
|
// activate <limit> random quests
|
|
do
|
|
{
|
|
uint32 questId = Trinity::Containers::SelectRandomContainerElement(newQuests);
|
|
spawns.ActivateObject<Quest>(questId, poolId);
|
|
PoolObject tempObj(questId, 0.0f);
|
|
Spawn1Object(&tempObj);
|
|
newQuests.erase(questId);
|
|
--limit;
|
|
} while (limit && !newQuests.empty());
|
|
|
|
// if we are here it means the pool is initialized at startup and did not have previous saved state
|
|
if (!triggerFrom)
|
|
sPoolMgr->SaveQuestsToDB();
|
|
}
|
|
|
|
// Method that does the respawn job on the specified creature
|
|
template <>
|
|
void PoolGroup<Creature>::ReSpawn1Object(PoolObject* /*obj*/)
|
|
{
|
|
// Creature is still on map, nothing to do
|
|
}
|
|
|
|
// Method that does the respawn job on the specified gameobject
|
|
template <>
|
|
void PoolGroup<GameObject>::ReSpawn1Object(PoolObject* /*obj*/)
|
|
{
|
|
// GameObject is still on map, nothing to do
|
|
}
|
|
|
|
// Nothing to do for a child Pool
|
|
template <>
|
|
void PoolGroup<Pool>::ReSpawn1Object(PoolObject* /*obj*/) { }
|
|
|
|
// Nothing to do for a quest
|
|
template <>
|
|
void PoolGroup<Quest>::ReSpawn1Object(PoolObject* /*obj*/) { }
|
|
|
|
////////////////////////////////////////////////////////////
|
|
// Methods of class PoolMgr
|
|
|
|
PoolMgr::PoolMgr() { }
|
|
|
|
void PoolMgr::Initialize()
|
|
{
|
|
mQuestSearchMap.clear();
|
|
mGameobjectSearchMap.clear();
|
|
mCreatureSearchMap.clear();
|
|
}
|
|
|
|
PoolMgr* PoolMgr::instance()
|
|
{
|
|
static PoolMgr instance;
|
|
return &instance;
|
|
}
|
|
|
|
void PoolMgr::LoadFromDB()
|
|
{
|
|
// Pool templates
|
|
{
|
|
uint32 oldMSTime = getMSTime();
|
|
|
|
QueryResult result = WorldDatabase.Query("SELECT entry, max_limit FROM pool_template");
|
|
if (!result)
|
|
{
|
|
mPoolTemplate.clear();
|
|
TC_LOG_INFO("server.loading", ">> Loaded 0 object pools. DB table `pool_template` is empty.");
|
|
return;
|
|
}
|
|
|
|
uint32 count = 0;
|
|
do
|
|
{
|
|
Field* fields = result->Fetch();
|
|
|
|
uint32 pool_id = fields[0].GetUInt32();
|
|
|
|
PoolTemplateData& pPoolTemplate = mPoolTemplate[pool_id];
|
|
pPoolTemplate.MaxLimit = fields[1].GetUInt32();
|
|
|
|
++count;
|
|
}
|
|
while (result->NextRow());
|
|
|
|
TC_LOG_INFO("server.loading", ">> Loaded %u objects pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
|
|
}
|
|
|
|
// Creatures
|
|
|
|
TC_LOG_INFO("server.loading", "Loading Creatures Pooling Data...");
|
|
{
|
|
uint32 oldMSTime = getMSTime();
|
|
|
|
// 1 2 3
|
|
QueryResult result = WorldDatabase.Query("SELECT guid, pool_entry, chance FROM pool_creature");
|
|
|
|
if (!result)
|
|
{
|
|
TC_LOG_INFO("server.loading", ">> Loaded 0 creatures in pools. DB table `pool_creature` is empty.");
|
|
}
|
|
else
|
|
{
|
|
uint32 count = 0;
|
|
do
|
|
{
|
|
Field* fields = result->Fetch();
|
|
|
|
uint64 guid = fields[0].GetUInt64();
|
|
uint32 pool_id = fields[1].GetUInt32();
|
|
float chance = fields[2].GetFloat();
|
|
|
|
CreatureData const* data = sObjectMgr->GetCreatureData(guid);
|
|
if (!data)
|
|
{
|
|
TC_LOG_ERROR("sql.sql", "`pool_creature` has a non existing creature spawn (GUID: " UI64FMTD ") defined for pool id (%u), skipped.", guid, pool_id);
|
|
continue;
|
|
}
|
|
auto it = mPoolTemplate.find(pool_id);
|
|
if (it == mPoolTemplate.end())
|
|
{
|
|
TC_LOG_ERROR("sql.sql", "`pool_creature` pool id (%u) is not in `pool_template`, skipped.", pool_id);
|
|
continue;
|
|
}
|
|
if (chance < 0 || chance > 100)
|
|
{
|
|
TC_LOG_ERROR("sql.sql", "`pool_creature` has an invalid chance (%f) for creature guid (" UI64FMTD ") in pool id (%u), skipped.", chance, guid, pool_id);
|
|
continue;
|
|
}
|
|
PoolTemplateData* pPoolTemplate = &mPoolTemplate[pool_id];
|
|
PoolObject plObject = PoolObject(guid, chance);
|
|
PoolGroup<Creature>& cregroup = mPoolCreatureGroups[pool_id];
|
|
cregroup.SetPoolId(pool_id);
|
|
cregroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
|
|
SearchPair p(guid, pool_id);
|
|
mCreatureSearchMap.insert(p);
|
|
|
|
++count;
|
|
}
|
|
while (result->NextRow());
|
|
|
|
TC_LOG_INFO("server.loading", ">> Loaded %u creatures in pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
|
|
}
|
|
}
|
|
|
|
// Gameobjects
|
|
|
|
TC_LOG_INFO("server.loading", "Loading Gameobject Pooling Data...");
|
|
{
|
|
uint32 oldMSTime = getMSTime();
|
|
|
|
// 1 2 3
|
|
QueryResult result = WorldDatabase.Query("SELECT guid, pool_entry, chance FROM pool_gameobject");
|
|
|
|
if (!result)
|
|
{
|
|
TC_LOG_INFO("server.loading", ">> Loaded 0 gameobjects in pools. DB table `pool_gameobject` is empty.");
|
|
}
|
|
else
|
|
{
|
|
uint32 count = 0;
|
|
do
|
|
{
|
|
Field* fields = result->Fetch();
|
|
|
|
uint64 guid = fields[0].GetUInt64();
|
|
uint32 pool_id = fields[1].GetUInt32();
|
|
float chance = fields[2].GetFloat();
|
|
|
|
GameObjectData const* data = sObjectMgr->GetGOData(guid);
|
|
if (!data)
|
|
{
|
|
TC_LOG_ERROR("sql.sql", "`pool_gameobject` has a non existing gameobject spawn (GUID: " UI64FMTD ") defined for pool id (%u), skipped.", guid, pool_id);
|
|
continue;
|
|
}
|
|
|
|
GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(data->id);
|
|
if (goinfo->type != GAMEOBJECT_TYPE_CHEST &&
|
|
goinfo->type != GAMEOBJECT_TYPE_FISHINGHOLE &&
|
|
goinfo->type != GAMEOBJECT_TYPE_GATHERING_NODE &&
|
|
goinfo->type != GAMEOBJECT_TYPE_GOOBER)
|
|
{
|
|
TC_LOG_ERROR("sql.sql", "`pool_gameobject` has a not lootable gameobject spawn (GUID: " UI64FMTD ", type: %u) defined for pool id (%u), skipped.", guid, goinfo->type, pool_id);
|
|
continue;
|
|
}
|
|
|
|
auto it = mPoolTemplate.find(pool_id);
|
|
if (it == mPoolTemplate.end())
|
|
{
|
|
TC_LOG_ERROR("sql.sql", "`pool_gameobject` pool id (%u) is not in `pool_template`, skipped.", pool_id);
|
|
continue;
|
|
}
|
|
|
|
if (chance < 0 || chance > 100)
|
|
{
|
|
TC_LOG_ERROR("sql.sql", "`pool_gameobject` has an invalid chance (%f) for gameobject guid (" UI64FMTD ") in pool id (%u), skipped.", chance, guid, pool_id);
|
|
continue;
|
|
}
|
|
|
|
PoolTemplateData* pPoolTemplate = &mPoolTemplate[pool_id];
|
|
PoolObject plObject = PoolObject(guid, chance);
|
|
PoolGroup<GameObject>& gogroup = mPoolGameobjectGroups[pool_id];
|
|
gogroup.SetPoolId(pool_id);
|
|
gogroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
|
|
SearchPair p(guid, pool_id);
|
|
mGameobjectSearchMap.insert(p);
|
|
|
|
++count;
|
|
}
|
|
while (result->NextRow());
|
|
|
|
TC_LOG_INFO("server.loading", ">> Loaded %u gameobject in pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
|
|
}
|
|
}
|
|
|
|
// Pool of pools
|
|
|
|
TC_LOG_INFO("server.loading", "Loading Mother Pooling Data...");
|
|
{
|
|
uint32 oldMSTime = getMSTime();
|
|
|
|
// 1 2 3
|
|
QueryResult result = WorldDatabase.Query("SELECT pool_id, mother_pool, chance FROM pool_pool");
|
|
|
|
if (!result)
|
|
{
|
|
TC_LOG_INFO("server.loading", ">> Loaded 0 pools in pools");
|
|
}
|
|
else
|
|
{
|
|
uint32 count = 0;
|
|
do
|
|
{
|
|
Field* fields = result->Fetch();
|
|
|
|
uint32 child_pool_id = fields[0].GetUInt32();
|
|
uint32 mother_pool_id = fields[1].GetUInt32();
|
|
float chance = fields[2].GetFloat();
|
|
|
|
{
|
|
auto it = mPoolTemplate.find(mother_pool_id);
|
|
if (it == mPoolTemplate.end())
|
|
{
|
|
TC_LOG_ERROR("sql.sql", "`pool_pool` mother_pool id (%u) is not in `pool_template`, skipped.", mother_pool_id);
|
|
continue;
|
|
}
|
|
}
|
|
{
|
|
auto it = mPoolTemplate.find(child_pool_id);
|
|
if (it == mPoolTemplate.end())
|
|
{
|
|
TC_LOG_ERROR("sql.sql", "`pool_pool` included pool_id (%u) is not in `pool_template`, skipped.", child_pool_id);
|
|
continue;
|
|
}
|
|
}
|
|
if (mother_pool_id == child_pool_id)
|
|
{
|
|
TC_LOG_ERROR("sql.sql", "`pool_pool` pool_id (%u) includes itself, dead-lock detected, skipped.", child_pool_id);
|
|
continue;
|
|
}
|
|
if (chance < 0 || chance > 100)
|
|
{
|
|
TC_LOG_ERROR("sql.sql", "`pool_pool` has an invalid chance (%f) for pool id (%u) in mother pool id (%u), skipped.", chance, child_pool_id, mother_pool_id);
|
|
continue;
|
|
}
|
|
PoolTemplateData* pPoolTemplateMother = &mPoolTemplate[mother_pool_id];
|
|
PoolObject plObject = PoolObject(child_pool_id, chance);
|
|
PoolGroup<Pool>& plgroup = mPoolPoolGroups[mother_pool_id];
|
|
plgroup.SetPoolId(mother_pool_id);
|
|
plgroup.AddEntry(plObject, pPoolTemplateMother->MaxLimit);
|
|
SearchPair p(child_pool_id, mother_pool_id);
|
|
mPoolSearchMap.insert(p);
|
|
|
|
++count;
|
|
}
|
|
while (result->NextRow());
|
|
|
|
// Now check for circular reference
|
|
// All pool_ids are in pool_template
|
|
for (auto const it : mPoolTemplate)
|
|
{
|
|
std::set<uint32> checkedPools;
|
|
for (SearchMap::iterator poolItr = mPoolSearchMap.find(it.first); poolItr != mPoolSearchMap.end(); poolItr = mPoolSearchMap.find(poolItr->second))
|
|
{
|
|
checkedPools.insert(poolItr->first);
|
|
if (checkedPools.find(poolItr->second) != checkedPools.end())
|
|
{
|
|
std::ostringstream ss;
|
|
ss<< "The pool(s) ";
|
|
for (std::set<uint32>::const_iterator itr=checkedPools.begin(); itr != checkedPools.end(); ++itr)
|
|
ss << *itr << ' ';
|
|
ss << "create(s) a circular reference, which can cause the server to freeze.\nRemoving the last link between mother pool "
|
|
<< poolItr->first << " and child pool " << poolItr->second;
|
|
TC_LOG_ERROR("sql.sql", "%s", ss.str().c_str());
|
|
mPoolPoolGroups[poolItr->second].RemoveOneRelation(poolItr->first);
|
|
mPoolSearchMap.erase(poolItr);
|
|
--count;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
TC_LOG_INFO("server.loading", ">> Loaded %u pools in mother pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
|
|
}
|
|
}
|
|
|
|
TC_LOG_INFO("server.loading", "Loading Quest Pooling Data...");
|
|
{
|
|
uint32 oldMSTime = getMSTime();
|
|
|
|
WorldDatabasePreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_SEL_QUEST_POOLS);
|
|
PreparedQueryResult result = WorldDatabase.Query(stmt);
|
|
|
|
if (!result)
|
|
{
|
|
TC_LOG_INFO("server.loading", ">> Loaded 0 quests in pools");
|
|
}
|
|
else
|
|
{
|
|
PooledQuestRelationBounds creBounds;
|
|
PooledQuestRelationBounds goBounds;
|
|
|
|
enum eQuestTypes
|
|
{
|
|
QUEST_NONE = 0,
|
|
QUEST_DAILY = 1,
|
|
QUEST_WEEKLY = 2
|
|
};
|
|
|
|
std::map<uint32, int32> poolTypeMap;
|
|
uint32 count = 0;
|
|
do
|
|
{
|
|
Field* fields = result->Fetch();
|
|
|
|
uint32 entry = fields[0].GetUInt32();
|
|
uint32 pool_id = fields[1].GetUInt32();
|
|
|
|
Quest const* quest = sObjectMgr->GetQuestTemplate(entry);
|
|
if (!quest)
|
|
{
|
|
TC_LOG_ERROR("sql.sql", "`pool_quest` has a non existing quest template (Entry: %u) defined for pool id (%u), skipped.", entry, pool_id);
|
|
continue;
|
|
}
|
|
|
|
auto it = mPoolTemplate.find(pool_id);
|
|
if (it == mPoolTemplate.end())
|
|
{
|
|
TC_LOG_ERROR("sql.sql", "`pool_quest` pool id (%u) is not in `pool_template`, skipped.", pool_id);
|
|
continue;
|
|
}
|
|
|
|
if (!quest->IsDailyOrWeekly())
|
|
{
|
|
TC_LOG_ERROR("sql.sql", "`pool_quest` has an quest (%u) which is not daily or weekly in pool id (%u), use ExclusiveGroup instead, skipped.", entry, pool_id);
|
|
continue;
|
|
}
|
|
|
|
if (poolTypeMap[pool_id] == QUEST_NONE)
|
|
poolTypeMap[pool_id] = quest->IsDaily() ? QUEST_DAILY : QUEST_WEEKLY;
|
|
|
|
int32 currType = quest->IsDaily() ? QUEST_DAILY : QUEST_WEEKLY;
|
|
|
|
if (poolTypeMap[pool_id] != currType)
|
|
{
|
|
TC_LOG_ERROR("sql.sql", "`pool_quest` quest %u is %s but pool (%u) is specified for %s, mixing not allowed, skipped.",
|
|
entry, currType == QUEST_DAILY ? "QUEST_DAILY" : "QUEST_WEEKLY", pool_id, poolTypeMap[pool_id] == QUEST_DAILY ? "QUEST_DAILY" : "QUEST_WEEKLY");
|
|
continue;
|
|
}
|
|
|
|
creBounds = mQuestCreatureRelation.equal_range(entry);
|
|
goBounds = mQuestGORelation.equal_range(entry);
|
|
|
|
if (creBounds.first == creBounds.second && goBounds.first == goBounds.second)
|
|
{
|
|
TC_LOG_ERROR("sql.sql", "`pool_quest` lists entry (%u) as member of pool (%u) but is not started anywhere, skipped.", entry, pool_id);
|
|
continue;
|
|
}
|
|
|
|
PoolTemplateData* pPoolTemplate = &mPoolTemplate[pool_id];
|
|
PoolObject plObject = PoolObject(entry, 0.0f);
|
|
PoolGroup<Quest>& questgroup = mPoolQuestGroups[pool_id];
|
|
questgroup.SetPoolId(pool_id);
|
|
questgroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
|
|
SearchPair p(entry, pool_id);
|
|
mQuestSearchMap.insert(p);
|
|
|
|
++count;
|
|
}
|
|
while (result->NextRow());
|
|
|
|
TC_LOG_INFO("server.loading", ">> Loaded %u quests in pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
|
|
}
|
|
}
|
|
|
|
// The initialize method will spawn all pools not in an event and not in another pool, this is why there is 2 left joins with 2 null checks
|
|
TC_LOG_INFO("server.loading", "Starting objects pooling system...");
|
|
{
|
|
uint32 oldMSTime = getMSTime();
|
|
|
|
QueryResult result = WorldDatabase.Query("SELECT DISTINCT pool_template.entry, pool_pool.pool_id, pool_pool.mother_pool FROM pool_template"
|
|
" LEFT JOIN game_event_pool ON pool_template.entry=game_event_pool.pool_entry"
|
|
" LEFT JOIN pool_pool ON pool_template.entry=pool_pool.pool_id WHERE game_event_pool.pool_entry IS NULL");
|
|
|
|
if (!result)
|
|
{
|
|
TC_LOG_INFO("server.loading", ">> Pool handling system initialized, 0 pools spawned.");
|
|
}
|
|
else
|
|
{
|
|
uint32 count = 0;
|
|
do
|
|
{
|
|
Field* fields = result->Fetch();
|
|
uint32 pool_entry = fields[0].GetUInt32();
|
|
uint32 pool_pool_id = fields[1].GetUInt32();
|
|
|
|
if (!CheckPool(pool_entry))
|
|
{
|
|
if (pool_pool_id)
|
|
// The pool is a child pool in pool_pool table. Ideally we should remove it from the pool handler to ensure it never gets spawned,
|
|
// however that could recursively invalidate entire chain of mother pools. It can be done in the future but for now we'll do nothing.
|
|
TC_LOG_ERROR("sql.sql", "Pool Id %u has no equal chance pooled entites defined and explicit chance sum is not 100. This broken pool is a child pool of Id %u and cannot be safely removed.", pool_entry, fields[2].GetUInt32());
|
|
else
|
|
TC_LOG_ERROR("sql.sql", "Pool Id %u has no equal chance pooled entites defined and explicit chance sum is not 100. The pool will not be spawned.", pool_entry);
|
|
continue;
|
|
}
|
|
|
|
// Don't spawn child pools, they are spawned recursively by their parent pools
|
|
if (!pool_pool_id)
|
|
{
|
|
SpawnPool(pool_entry);
|
|
count++;
|
|
}
|
|
}
|
|
while (result->NextRow());
|
|
|
|
TC_LOG_DEBUG("pool", "Pool handling system initialized, %u pools spawned in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
void PoolMgr::LoadQuestPools()
|
|
{
|
|
|
|
}
|
|
|
|
void PoolMgr::SaveQuestsToDB()
|
|
{
|
|
SQLTransaction trans = CharacterDatabase.BeginTransaction();
|
|
|
|
for (PoolGroupQuestMap::iterator itr = mPoolQuestGroups.begin(); itr != mPoolQuestGroups.end(); ++itr)
|
|
{
|
|
if (itr->second.isEmpty())
|
|
continue;
|
|
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_QUEST_POOL_SAVE);
|
|
stmt->setUInt32(0, itr->second.GetPoolId());
|
|
trans->Append(stmt);
|
|
}
|
|
|
|
for (SearchMap::iterator itr = mQuestSearchMap.begin(); itr != mQuestSearchMap.end(); ++itr)
|
|
{
|
|
if (IsSpawnedObject<Quest>(itr->first))
|
|
{
|
|
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_QUEST_POOL_SAVE);
|
|
stmt->setUInt32(0, itr->second);
|
|
stmt->setUInt32(1, itr->first);
|
|
trans->Append(stmt);
|
|
}
|
|
}
|
|
|
|
CharacterDatabase.CommitTransaction(trans);
|
|
}
|
|
|
|
void PoolMgr::ChangeDailyQuests()
|
|
{
|
|
for (PoolGroupQuestMap::iterator itr = mPoolQuestGroups.begin(); itr != mPoolQuestGroups.end(); ++itr)
|
|
{
|
|
if (Quest const* quest = sObjectMgr->GetQuestTemplate(itr->second.GetFirstEqualChancedObjectId()))
|
|
{
|
|
if (quest->IsWeekly())
|
|
continue;
|
|
|
|
UpdatePool<Quest>(itr->second.GetPoolId(), 1); // anything non-zero means don't load from db
|
|
}
|
|
}
|
|
|
|
SaveQuestsToDB();
|
|
}
|
|
|
|
void PoolMgr::ChangeWeeklyQuests()
|
|
{
|
|
for (PoolGroupQuestMap::iterator itr = mPoolQuestGroups.begin(); itr != mPoolQuestGroups.end(); ++itr)
|
|
{
|
|
if (Quest const* quest = sObjectMgr->GetQuestTemplate(itr->second.GetFirstEqualChancedObjectId()))
|
|
{
|
|
if (quest->IsDaily())
|
|
continue;
|
|
|
|
UpdatePool<Quest>(itr->second.GetPoolId(), 1);
|
|
}
|
|
}
|
|
|
|
SaveQuestsToDB();
|
|
}
|
|
|
|
// Call to spawn a pool, if cache if true the method will spawn only if cached entry is different
|
|
// If it's same, the creature is respawned only (added back to map)
|
|
template<>
|
|
void PoolMgr::SpawnPool<Creature>(uint32 pool_id, uint64 db_guid)
|
|
{
|
|
auto it = mPoolCreatureGroups.find(pool_id);
|
|
if (it != mPoolCreatureGroups.end() && !it->second.isEmpty())
|
|
it->second.SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, db_guid);
|
|
}
|
|
|
|
// Call to spawn a pool, if cache if true the method will spawn only if cached entry is different
|
|
// If it's same, the gameobject is respawned only (added back to map)
|
|
template<>
|
|
void PoolMgr::SpawnPool<GameObject>(uint32 pool_id, uint64 db_guid)
|
|
{
|
|
auto it = mPoolGameobjectGroups.find(pool_id);
|
|
if (it != mPoolGameobjectGroups.end() && !it->second.isEmpty())
|
|
it->second.SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, db_guid);
|
|
}
|
|
|
|
// Call to spawn a pool, if cache if true the method will spawn only if cached entry is different
|
|
// If it's same, the pool is respawned only
|
|
template<>
|
|
void PoolMgr::SpawnPool<Pool>(uint32 pool_id, uint64 sub_pool_id)
|
|
{
|
|
auto it = mPoolPoolGroups.find(pool_id);
|
|
if (it != mPoolPoolGroups.end() && !it->second.isEmpty())
|
|
it->second.SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, sub_pool_id);
|
|
}
|
|
|
|
// Call to spawn a pool
|
|
template<>
|
|
void PoolMgr::SpawnPool<Quest>(uint32 pool_id, uint64 quest_id)
|
|
{
|
|
auto it = mPoolQuestGroups.find(pool_id);
|
|
if (it != mPoolQuestGroups.end() && !it->second.isEmpty())
|
|
it->second.SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, quest_id);
|
|
}
|
|
|
|
void PoolMgr::SpawnPool(uint32 pool_id)
|
|
{
|
|
SpawnPool<Pool>(pool_id, 0);
|
|
SpawnPool<GameObject>(pool_id, 0);
|
|
SpawnPool<Creature>(pool_id, 0);
|
|
SpawnPool<Quest>(pool_id, 0);
|
|
}
|
|
|
|
// Call to despawn a pool, all gameobjects/creatures in this pool are removed
|
|
void PoolMgr::DespawnPool(uint32 pool_id)
|
|
{
|
|
{
|
|
auto it = mPoolCreatureGroups.find(pool_id);
|
|
if (it != mPoolCreatureGroups.end() && !it->second.isEmpty())
|
|
it->second.DespawnObject(mSpawnedData);
|
|
}
|
|
{
|
|
auto it = mPoolGameobjectGroups.find(pool_id);
|
|
if (it != mPoolGameobjectGroups.end() && !it->second.isEmpty())
|
|
it->second.DespawnObject(mSpawnedData);
|
|
}
|
|
{
|
|
auto it = mPoolPoolGroups.find(pool_id);
|
|
if (it != mPoolPoolGroups.end() && !it->second.isEmpty())
|
|
it->second.DespawnObject(mSpawnedData);
|
|
}
|
|
{
|
|
auto it = mPoolQuestGroups.find(pool_id);
|
|
if (it != mPoolQuestGroups.end() && !it->second.isEmpty())
|
|
it->second.DespawnObject(mSpawnedData);
|
|
}
|
|
}
|
|
|
|
// Method that check chance integrity of the creatures and gameobjects in this pool
|
|
bool PoolMgr::CheckPool(uint32 pool_id) const
|
|
{
|
|
{
|
|
auto it = mPoolGameobjectGroups.find(pool_id);
|
|
if (it != mPoolGameobjectGroups.end() && !it->second.CheckPool())
|
|
return false;
|
|
}
|
|
{
|
|
auto it = mPoolCreatureGroups.find(pool_id);
|
|
if (it != mPoolCreatureGroups.end() && !it->second.CheckPool())
|
|
return false;
|
|
}
|
|
{
|
|
auto it = mPoolPoolGroups.find(pool_id);
|
|
if (it != mPoolPoolGroups.end() && !it->second.CheckPool())
|
|
return false;
|
|
}
|
|
{
|
|
auto it = mPoolQuestGroups.find(pool_id);
|
|
if (it != mPoolQuestGroups.end() && !it->second.CheckPool())
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// Call to update the pool when a gameobject/creature part of pool [pool_id] is ready to respawn
|
|
// Here we cache only the creature/gameobject whose guid is passed as parameter
|
|
// Then the spawn pool call will use this cache to decide
|
|
template<typename T>
|
|
void PoolMgr::UpdatePool(uint32 pool_id, uint64 db_guid_or_pool_id)
|
|
{
|
|
if (uint32 motherpoolid = IsPartOfAPool<Pool>(pool_id))
|
|
SpawnPool<Pool>(motherpoolid, pool_id);
|
|
else
|
|
SpawnPool<T>(pool_id, db_guid_or_pool_id);
|
|
}
|
|
|
|
template void PoolMgr::UpdatePool<Pool>(uint32 pool_id, uint64 db_guid_or_pool_id);
|
|
template void PoolMgr::UpdatePool<GameObject>(uint32 pool_id, uint64 db_guid_or_pool_id);
|
|
template void PoolMgr::UpdatePool<Creature>(uint32 pool_id, uint64 db_guid_or_pool_id);
|
|
template void PoolMgr::UpdatePool<Quest>(uint32 pool_id, uint64 db_guid_or_pool_id);
|